The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com). ## [1.5.1] - 2023-06-07 ### Added - Added support for serializing `NativeArray<>` and `NativeList<>` in `FastBufferReader`/`FastBufferWriter`, `BufferSerializer`, `NetworkVariable`, and RPCs. (To use `NativeList<>`, add `UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT` to your Scripting Define Symbols in `Project Settings > Player`) (#2375) - The location of the automatically-created default network prefab list can now be configured (#2544) - Added: Message size limits (max single message and max fragmented message) can now be set using NetworkManager.MaximumTransmissionUnitSize and NetworkManager.MaximumFragmentedMessageSize for transports that don't work with the default values (#2530) - Added `NetworkObject.SpawnWithObservers` property (default is true) that when set to false will spawn a `NetworkObject` with no observers and will not be spawned on any client until `NetworkObject.NetworkShow` is invoked. (#2568) ### Fixed - Fixed: Fixed a null reference in codegen in some projects (#2581) - Fixed issue where the `OnClientDisconnected` client identifier was incorrect after a pending client connection was denied. (#2569) - Fixed warning "Runtime Network Prefabs was not empty at initialization time." being erroneously logged when no runtime network prefabs had been added (#2565) - Fixed issue where some temporary debug console logging was left in a merged PR. (#2562) - Fixed the "Generate Default Network Prefabs List" setting not loading correctly and always reverting to being checked. (#2545) - Fixed issue where users could not use NetworkSceneManager.VerifySceneBeforeLoading to exclude runtime generated scenes from client synchronization. (#2550) - Fixed missing value on `NetworkListEvent` for `EventType.RemoveAt` events. (#2542,#2543) - Fixed issue where parenting a NetworkTransform under a transform with a scale other than Vector3.one would result in incorrect values on non-authoritative instances. (#2538) - Fixed issue where a server would include scene migrated and then despawned NetworkObjects to a client that was being synchronized. (#2532) - Fixed the inspector throwing exceptions when attempting to render `NetworkVariable`s of enum types. (#2529) - Making a `NetworkVariable` with an `INetworkSerializable` type that doesn't meet the `new()` constraint will now create a compile-time error instead of an editor crash (#2528) - Fixed Multiplayer Tools package installation docs page link on the NetworkManager popup. (#2526) - Fixed an exception and error logging when two different objects are shown and hidden on the same frame (#2524) - Fixed a memory leak in `UnityTransport` that occurred if `StartClient` failed. (#2518) - Fixed issue where a client could throw an exception if abruptly disconnected from a network session with one or more spawned `NetworkObject`(s). (#2510) - Fixed issue where invalid endpoint addresses were not being detected and returning false from NGO UnityTransport. (#2496) - Fixed some errors that could occur if a connection is lost and the loss is detected when attempting to write to the socket. (#2495) ## Changed - Adding network prefabs before NetworkManager initialization is now supported. (#2565) - Connecting clients being synchronized now switch to the server's active scene before spawning and synchronizing NetworkObjects. (#2532) - Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.4. (#2533) - Improved performance of NetworkBehaviour initialization by replacing reflection when initializing NetworkVariables with compile-time code generation, which should help reduce hitching during additive scene loads. (#2522)
329 lines
12 KiB
C#
329 lines
12 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Text;
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using UnityEngine;
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namespace Unity.Netcode
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{
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/// <summary>
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/// A class that represents the runtime aspect of network prefabs.
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/// This class contains processed prefabs from the NetworkPrefabsList, as
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/// well as additional modifications (additions and removals) made at runtime.
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/// </summary>
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[Serializable]
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public class NetworkPrefabs
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{
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/// <summary>
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/// Edit-time scripted object containing a list of NetworkPrefabs.
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/// </summary>
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/// <remarks>
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/// This field can be null if no prefabs are pre-configured.
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/// Runtime usages of <see cref="NetworkPrefabs"/> should not depend on this edit-time field for execution.
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/// </remarks>
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[SerializeField]
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public List<NetworkPrefabsList> NetworkPrefabsLists = new List<NetworkPrefabsList>();
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/// <summary>
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/// This dictionary provides a quick way to check and see if a NetworkPrefab has a NetworkPrefab override.
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/// Generated at runtime and OnValidate
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/// </summary>
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[NonSerialized]
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public Dictionary<uint, NetworkPrefab> NetworkPrefabOverrideLinks = new Dictionary<uint, NetworkPrefab>();
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[NonSerialized]
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public Dictionary<uint, uint> OverrideToNetworkPrefab = new Dictionary<uint, uint>();
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public IReadOnlyList<NetworkPrefab> Prefabs => m_Prefabs;
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[NonSerialized]
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private List<NetworkPrefab> m_Prefabs = new List<NetworkPrefab>();
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[NonSerialized]
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private List<NetworkPrefab> m_RuntimeAddedPrefabs = new List<NetworkPrefab>();
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private void AddTriggeredByNetworkPrefabList(NetworkPrefab networkPrefab)
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{
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if (AddPrefabRegistration(networkPrefab))
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{
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// Don't add this to m_RuntimeAddedPrefabs
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// This prefab is now in the PrefabList, so if we shutdown and initialize again, we'll pick it up from there.
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m_Prefabs.Add(networkPrefab);
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}
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}
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private void RemoveTriggeredByNetworkPrefabList(NetworkPrefab networkPrefab)
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{
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m_Prefabs.Remove(networkPrefab);
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}
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~NetworkPrefabs()
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{
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Shutdown();
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}
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/// <summary>
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/// Deregister from add and remove events
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/// Clear the list
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/// </summary>
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internal void Shutdown()
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{
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foreach (var list in NetworkPrefabsLists)
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{
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list.OnAdd -= AddTriggeredByNetworkPrefabList;
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list.OnRemove -= RemoveTriggeredByNetworkPrefabList;
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}
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}
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/// <summary>
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/// Processes the <see cref="NetworkPrefabsList"/> if one is present for use during runtime execution,
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/// else processes <see cref="Prefabs"/>.
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/// </summary>
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public void Initialize(bool warnInvalid = true)
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{
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m_Prefabs.Clear();
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foreach (var list in NetworkPrefabsLists)
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{
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list.OnAdd += AddTriggeredByNetworkPrefabList;
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list.OnRemove += RemoveTriggeredByNetworkPrefabList;
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}
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NetworkPrefabOverrideLinks.Clear();
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OverrideToNetworkPrefab.Clear();
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var prefabs = new List<NetworkPrefab>();
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if (NetworkPrefabsLists.Count != 0)
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{
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foreach (var list in NetworkPrefabsLists)
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{
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foreach (var networkPrefab in list.PrefabList)
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{
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prefabs.Add(networkPrefab);
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}
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}
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}
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m_Prefabs = new List<NetworkPrefab>();
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List<NetworkPrefab> removeList = null;
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if (warnInvalid)
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{
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removeList = new List<NetworkPrefab>();
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}
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foreach (var networkPrefab in prefabs)
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{
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if (AddPrefabRegistration(networkPrefab))
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{
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m_Prefabs.Add(networkPrefab);
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}
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else
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{
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removeList?.Add(networkPrefab);
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}
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}
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foreach (var networkPrefab in m_RuntimeAddedPrefabs)
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{
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if (AddPrefabRegistration(networkPrefab))
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{
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m_Prefabs.Add(networkPrefab);
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}
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else
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{
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removeList?.Add(networkPrefab);
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}
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}
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// Clear out anything that is invalid or not used
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if (removeList?.Count > 0)
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
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{
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var sb = new StringBuilder("Removing invalid prefabs from Network Prefab registration: ");
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sb.Append(string.Join(", ", removeList));
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NetworkLog.LogWarning(sb.ToString());
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}
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}
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}
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/// <summary>
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/// Add a new NetworkPrefab instance to the list
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/// </summary>
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/// <remarks>
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/// The framework does not synchronize this list between clients. Any runtime changes must be handled manually.
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///
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/// Any modifications made here are not persisted. Permanent configuration changes should be done
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/// through the <see cref="NetworkPrefabsList"/> scriptable object property.
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/// </remarks>
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public bool Add(NetworkPrefab networkPrefab)
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{
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if (AddPrefabRegistration(networkPrefab))
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{
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m_Prefabs.Add(networkPrefab);
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m_RuntimeAddedPrefabs.Add(networkPrefab);
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return true;
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}
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return false;
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}
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/// <summary>
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/// Remove a NetworkPrefab instance from the list
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/// </summary>
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/// <remarks>
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/// The framework does not synchronize this list between clients. Any runtime changes must be handled manually.
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///
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/// Any modifications made here are not persisted. Permanent configuration changes should be done
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/// through the <see cref="NetworkPrefabsList"/> scriptable object property.
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/// </remarks>
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public void Remove(NetworkPrefab prefab)
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{
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if (prefab == null)
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{
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throw new ArgumentNullException(nameof(prefab));
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}
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m_Prefabs.Remove(prefab);
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m_RuntimeAddedPrefabs.Remove(prefab);
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OverrideToNetworkPrefab.Remove(prefab.TargetPrefabGlobalObjectIdHash);
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NetworkPrefabOverrideLinks.Remove(prefab.SourcePrefabGlobalObjectIdHash);
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}
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/// <summary>
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/// Remove a NetworkPrefab instance with matching <see cref="NetworkPrefab.Prefab"/> from the list
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/// </summary>
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/// <remarks>
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/// The framework does not synchronize this list between clients. Any runtime changes must be handled manually.
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///
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/// Any modifications made here are not persisted. Permanent configuration changes should be done
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/// through the <see cref="NetworkPrefabsList"/> scriptable object property.
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/// </remarks>
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public void Remove(GameObject prefab)
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{
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if (prefab == null)
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{
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throw new ArgumentNullException(nameof(prefab));
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}
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for (int i = 0; i < m_Prefabs.Count; i++)
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{
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if (m_Prefabs[i].Prefab == prefab)
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{
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Remove(m_Prefabs[i]);
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return;
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}
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}
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for (int i = 0; i < m_RuntimeAddedPrefabs.Count; i++)
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{
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if (m_RuntimeAddedPrefabs[i].Prefab == prefab)
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{
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Remove(m_RuntimeAddedPrefabs[i]);
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return;
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}
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}
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}
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/// <summary>
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/// Check if the given GameObject is present as a prefab within the list
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/// </summary>
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/// <param name="prefab">The prefab to check</param>
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/// <returns>Whether or not the prefab exists</returns>
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public bool Contains(GameObject prefab)
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{
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for (int i = 0; i < m_Prefabs.Count; i++)
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{
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if (m_Prefabs[i].Prefab == prefab)
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{
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Check if the given NetworkPrefab is present within the list
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/// </summary>
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/// <param name="prefab">The prefab to check</param>
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/// <returns>Whether or not the prefab exists</returns>
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public bool Contains(NetworkPrefab prefab)
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{
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for (int i = 0; i < m_Prefabs.Count; i++)
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{
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if (m_Prefabs[i].Equals(prefab))
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{
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Configures <see cref="NetworkPrefabOverrideLinks"/> and <see cref="OverrideToNetworkPrefab"/> for the given <see cref="NetworkPrefab"/>
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/// </summary>
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private bool AddPrefabRegistration(NetworkPrefab networkPrefab)
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{
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if (networkPrefab == null)
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{
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return false;
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}
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// Safeguard validation check since this method is called from outside of NetworkConfig and we can't control what's passed in.
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if (!networkPrefab.Validate())
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{
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return false;
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}
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uint source = networkPrefab.SourcePrefabGlobalObjectIdHash;
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uint target = networkPrefab.TargetPrefabGlobalObjectIdHash;
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// Make sure the prefab isn't already registered.
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if (NetworkPrefabOverrideLinks.ContainsKey(source))
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{
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var networkObject = networkPrefab.Prefab.GetComponent<NetworkObject>();
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// This should never happen, but in the case it somehow does log an error and remove the duplicate entry
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Debug.LogError($"{nameof(NetworkPrefab)} ({networkObject.name}) has a duplicate {nameof(NetworkObject.GlobalObjectIdHash)} source entry value of: {source}!");
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return false;
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}
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// If we don't have an override configured, registration is simple!
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if (networkPrefab.Override == NetworkPrefabOverride.None)
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{
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NetworkPrefabOverrideLinks.Add(source, networkPrefab);
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return true;
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}
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// Make sure we don't have several overrides targeting the same prefab. Apparently we don't support that... shame.
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if (OverrideToNetworkPrefab.ContainsKey(target))
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{
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var networkObject = networkPrefab.Prefab.GetComponent<NetworkObject>();
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// This can happen if a user tries to make several GlobalObjectIdHash values point to the same target
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Debug.LogError($"{nameof(NetworkPrefab)} (\"{networkObject.name}\") has a duplicate {nameof(NetworkObject.GlobalObjectIdHash)} target entry value of: {target}!");
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return false;
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}
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switch (networkPrefab.Override)
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{
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case NetworkPrefabOverride.Prefab:
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{
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NetworkPrefabOverrideLinks.Add(source, networkPrefab);
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OverrideToNetworkPrefab.Add(target, source);
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}
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break;
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case NetworkPrefabOverride.Hash:
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{
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NetworkPrefabOverrideLinks.Add(source, networkPrefab);
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OverrideToNetworkPrefab.Add(target, source);
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}
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break;
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}
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return true;
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}
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}
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}
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